NES Dungeon (CC8 Entry)

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Vanishing Bulborb
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NES Dungeon (CC8 Entry)

Postby Vanishing Bulborb » Thu Sep 04, 2014 1:30 pm

This was my 2nd SMBX level which I submitted into the 8th Community Contest. My main idea from the start was to make a retro Zelda level that had plenty of references to the original NES game.

Since I was going for the NES feel I didn’t want there to be any “hand holding” so I didn’t include any NPC characters that would talk to you and give tips. I tried to just design the level so you didn’t really need to be told what to do, and could figure everything out with little trouble.

Guess I was successful in some ways but not it others, I probably should of better conveyed the fact that you could burn the rope and drop platforms into the lava.

Yes I do know that the original Legend of Zelda actually did give you clues (Dodongo dislikes smoke!) so I probably should of considered putting some text somewhere.

Download:
https://dl.dropboxusercontent.com/u/731 ... ungeon.zip

I appreciate all the feedback from the judges hopefully I'll be able to make a better level next time.

Reviews
Spoiler: show
bossedit8: 9.195/10
Ok, that Level was truly amazing. The whole Level takes place inside a Dungeon from the first Zelda Game but in a 2D Scrolling instead of an Overview. Tileset were very well made especially that you even made different Colors out of it on most of the Rooms/Sections and not only one. I find it funny that you even used Water Tiles from the Zelda Games and used as a Tileset which is a nice detail. The Level itself isn't all that easy due to graphical swap from regular Enemies to Zelda Enemies. You just have to deal with every AI first and then you get the hang of it. Although if I die I have to do the whole Section with one (or some) little Puzzles and/with destroying Enemies again but at least it isn't all that big to go through. The background seems kind of weird because to my knowledge how it looks it is actually a Map from the Zelda Games but smaller and there are even Objects token from the original but blurried out to feel as a background. Hmm... oh well, it was a nice idea anyway. You first have to learn the Level and then you can advantage easier much like (nearly) all of the older to recent Games (of course). I really like the Idea of having a Meat somewhere and you have to bring it to the Door where an Enemy wants that meat so badly. This also reminds me of the first Zelda Game. The whole Puzzles with Events were very well done. I really appreciate the effort of all your creativity you placed out from this Level. If you get every three combined Triforces (replacing SMW Dragon Coins) you get a Star at the near beginning (at the place where the three combined Triforces Symbol is at the bottom which is a nice detail). Once you get to the Boss after the Midpoint it is getting a bit difficult but it is manageable. After that Boss you gain the Star. Overall, everything is exelently designed especially with the whole Puzzle like Areas and your Music Choices, forgot to mention that.

Chad: 7.2/10
This level was hit and miss for me. On one hand, the layout's really impressive and intricate, so you have to explore every inch of all the different rooms to solve puzzles and progress forward. I do like that aspect of things, as well as the enemy rooms and activatable ladders, and the switch that activates the red bridge (which is placed in a way that clearly shows its purpose). The boss is good too, being a fair challenge and a good fit for both of the available characters. Previous rooms changing gradually is a nice touch as well, as it makes the place feel somewhat alive. The unique NES aesthetic is also really nice. However, the blurry same-color looped backgrounds don't look good, and some enemies are obnoxious (namely the larger mages, super-fast water droplets, and Rinkas). Also, the red kill rooms, though cool in concept, are rather spammy in execution. The falling ceiling and enemy battle by the start point are excellent, though. I also liked the little moving spike balls, as those are placed really well (although they should be triggered from an earlier point). But I found the blue switch room to be frustrating, as it's not nicely indicated that the things the platforms are suspended from are not solid, as well as being breakable ropes. The blue switch platform is nothing more than a trap to convince people to stand in a spot with ambiguous spacing (you can't stand up but it looks like you can) while enemies threaten you from above, and I noticed a lot of previous pathways would suddenly be open when I had no idea what I did to trigger them. I also couldn't find two of the triforces, one of which I later discovered is across lava, when I have no idea what in the level would allow that. Overall, extremely fascinating and complex level, but a number of things could be handled better.

Emral: 8/10
I really enjoyed this level! It had a Zelda 1 Dungeon type of feel to it and I liked exploring all the rooms and getting the Triforce pieces. A part which really stood out to me was the one where you have to play Luigi and make the ground drop into the lava. That was really creating and actually quite challenging if you didn't know what you were doing.
Working towards the Zelda feel was the fact that you play as Link for the majority of the level. Which I liked. I'd have preferred to play him all the time but I guess it can't be helped. Or can it?
You see, the part behind the mario filter is actually kinda impossible. I mean... There is no way to take out the enemies (btw I really liked the random encounters) as Mario and you're forced to die. It worked for me when I removed the Mario filter after a few deaths, but why even have one when it won't help? The boss is also impossible as Mario, given that the only powerup you have is a single mushroom.
Anyways, fun level!
Guess: Oh man I'd have pushed this onto Raster if he sent his level in. Ah well. Let's say this is by Kingbowser112.

Quill: 8.5/10
This is a really cool level! It captures the zelda feel perfectly, with plenty of great puzzles. One complaint is that it is difficult to figure out what enemies replace what and if they're able to be jumped on or shot with fire, for example. The gimmick with the falling blocks that end up in another section was super creative, but it sucked that it was only for a dragon coin. That was secret star material right there. The boss was somewhat generic, but the projectiles/enemies added to the boss and the boss could easily be defeated before you were overwhelmed.

TNTtimelord: 7.3/10
Although this level looks good, I had tons of issues on where to go and which character to choose and what to do. It would be real nice if you had some hints on what to do, where to go, who to be, because it would have made this level at least somewhat fun. Besides the major issue I had with general indications, there are a few other things, like lack of power-ups spread out, some enemy overloads in areas, and too few coins. I did think that the boss was kind of cool, using a gray block replacing an SMB2 mushroom block to kill the dragon replacing the SMB3 Bowser. People like you are finding new ways to kill him easier and use him for lower world bosses.
Screens
Spoiler: show
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BETA Stuff
Spoiler: show
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I planned on using a cucco in the level at one point, he'd replace a propeller block, but scrapped the idea.
Also I was going to include Ganon statues in the red sections, but I felt it wasn't necessary in the end.

bossedit8
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Re: NES Dungeon (CC8 Entry)

Postby bossedit8 » Thu Sep 04, 2014 1:35 pm

Since I did gaved you an high rating number that is over 9, it will get moved to 'The Best' Category. I did liked your Level a lot due to a wonderful experience for a Zelda Styled Level like this.

Vanishing Bulborb
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Re: NES Dungeon (CC8 Entry)

Postby Vanishing Bulborb » Fri Sep 05, 2014 3:17 pm

Thank you bossedit8, I’m so glad you enjoyed playing thru the level.

Also about the backgrounds they are just blurred and pixilated Zelda NES rooms. I couldn’t think of what to do with the backgrounds so I tried this method and it seemed to look good enough, so I went with it. If I had more time at the end I probably would have replaced them with something that looked a bit better.


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